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Tutorial:How to make an even better visible bullet effect
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 01, 2010 6:16 pm    Post subject:  Tutorial:How to make an even better visible bullet effect Reply with quote  Mark this post and the followings unread

[ParticleSystems]
xx=InfantryGun

[Particles]
xx=Bullet2


[YourWeapon]
Projectile=InvisibleAll
UseSparkParticles=yes
AttachedParticleSystem=InfantryGun


[InfantryGun]
HoldsWhat=Bullet2
BehavesLike=Fire
Lifetime=1


[Bullet2]
Image=DUMMYIMG2
Deacc=0
Velocity=300
BehavesLike=Fire
MaxEC=3
StartStateAI=1
EndStateAI=3
StateAIAdvance=1
Translucent50State=1
Translucent25State=2
DeleteOnStateLimit=no
Normalized=yes
FinalDamageState=3
Report=dummy



Art
[DUMMYIMG2]
Image=INVISO
UseLineTrail=yes
;LineTrailColor=254,222,1
LineTrailColor=255,255,255
LineTrailColorDecrement=100

Logical explanation:UseSparkParticles allows the weapon to use its own ROF.The weapon deals damage just like having not the particle.The particle directly flies,creating the bullet effect.What you see is its line trailer.

It is only a visual effect.Actually the weapon hits immediately.Different from ROT and lasers,you can see it fly and will never miss.

However,a unit at one veteran level can only have one weapon with fire particle.If you want to create a different AA weapon with longer range,you have to use AirRangeBonus in the unit using the same weapon.

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Last edited by kenosis on Thu Apr 14, 2011 3:52 pm; edited 5 times in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Oct 01, 2010 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH I don't see anything I haven't seen before, but then the video is lowres & it's hard to make somethings out.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Oct 01, 2010 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I appreciate your quests on trying new and different things, But this is the Tutorial Vault, NOT A FRICKIN GUESSING GAME FORUM!

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Oct 01, 2010 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've ever use fire particles to simulate bullets. However it's too unstable that the unit will soon stop firing for unknown reason.

My asm code research shows that the engine uses Gravity= to calculate out two ballistic curves for those projectiles with Arcing=yes and Lobber=yes(on their weapons) while loading maps for the first time. In other words, straight projectile logic can hardly be realized since it conflicts with curve logic in the code.

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We will prevail!!!

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Apr 12, 2011 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LH_Mouse

Did you did any research about Level= tag? I fires straight. can it could be fixed to work on land units?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 12, 2011 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, but it doesn't look like a tutorial at all.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Apr 12, 2011 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

So bad.I should upgrade it.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Apr 12, 2011 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
@LH_Mouse

Did you did any research about Level= tag? I fires straight. can it could be fixed to work on land units?


That was hard-coded to work as Torpedo=yes.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 12, 2011 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't even need a dummy pixel, you can use Image=INVISO in regards to art bit of tutorial

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